:3 | Energysaving for software: https://xitter.cf/t.co/UrX8DbQFpi | Next-gen interactivity: https://xitter.cf/t.co/q0HMde2KnN

Råhowolt
Joined April 2010
Replying to @SandyofCthulhu
Hi Sandy. Are you well? This is wrong. On January 1, 1993, we sent a press release saying that multiplayer would be in DOOM, a full 8 months before you joined the company. We knew deathmatch would be huge. In that press release, in January 1993, we said multiplayer would be "the number one cause of decreased productivity in businesses around the world." We were sure of it, and we needed no convincing. I understand you are proud of your work on DOOM, and you should be, but please also respect the accuracy of your statements, particularly around game history. My concern is that these false statements are designed to trigger replies (like this one), reposts, and outrage discussion, all with the view of increasing your followers and subscriptions, particularly since this false deathmatch story (among others) is so easily disproved. I’ve even welcomed you to reach out to me ahead of time. You seem to appreciate game history as much as I do. Could you not also make yours accurate?
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Please remember: The plastic Halloween decorations you're putting out for this one day will be sitting in a landfill for centuries, killing starving wildlife, and washing out into the sea where they will end up choking, terrifying and killing vulnerable marine animals. Please, teach your children to be kind. They'll remember that lesson far longer than any decoration you buy.
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Reminder that you can try Digital Molecular Matter in @Blender right meow! (Link below) >:3
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Vibed up Dreamcast port run like shit? Trying to push polys like Shenmue, but wind up looking like Final Fantasy 7 for PS1? Is your weak SH4 math game holding you back from realizing your full potential on the little white box of dreams? Well fret no more, fellow DC devs, cuz SH4ZAM v0.10.0 just released, and we're bringing the GAINZ!!! 1) New optimizations for many of the most critical XMTRX-based matrix transforms and more! 2) New accelerated routines for the scalar, vector, quaternion, matrix, and XMTRX APIs. 3) C and C++ minimum language version requirements drop to C11 and C++17 (for all you dinosaurs out there), with extra goodies being added for C23, C++20, and C++23, which are now optional. 4) Swap between SH4 accelerated and fully SW-based back-ends at compile-time now, for troubleshooting potential bugs or for just flexing the FPS diff with and without GAINZ. 5) Initial Cell Broadband Engine SPU back-end added for bringing the GAINZ to the Sony Playstation 3 (by Fancy2209) 6) Nintendo Gamecube and Wii support is now out-of-the-box with the software back-end via libogc(2), with plans for an accelerated back-end specifically for the Gekko PPC CPU in the future. 7) MinGW-w64 compiler support with CI verification. 8) New AI/LLM-friendly documentation, so all you vibers out there can direct your audacious little clankers to sh4zam.com, where they can HOPEFULLY learn how to use my shit properly now. ;) 9) Critical bugfixes since previous release. GET IT WHILE IT'S HOT: github.com/gyrovorbis/sh4zam…
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10/24(土)曇時々雨最高気温20℃最低16℃…秋らしくなってきたけど、あすはまたあつくなるらしい🐧💦。
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I don't know if I would truly call it a "red herring". The present state of LLM's are pretty useful for specific tasks, but they fundamentally are not capable of the compute required for systems approaching AGI level. I don't like it when people conflate LLMs with AGI.
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The jury has rewatched this lineup more times than we’d like to admit 🍿 #svgatorchallenge winners coming soon.
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~7.4x performans increase in NewtonSoft's JSON-parsing by patching the IL's IR for @ahodzil's (upcoming) Framework. OwO)//
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Always a fan of faster C#
Made another video in @Blick_Editor with audio from freesound showing off some of the IL & IR stuffs we are doing over at @ahodzil :3c Link within the post below. 👇uwu)👇
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Follow the benchmarks, not code coolness.
Replying to @straceX
Hear me out
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The x86-64 string insns are so funny. For short insn sequences I normally think low-overhead, might do worse on big data w/ calls being possibly the opposite. But instructions like rep stos/movs are more like calls—high startup overhead (higher than for calls), good on big data.
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Seeing people pay for "agents" to do random niché things in desperate attempts to get online attention is crossing a border I hoped I would not experience... yet here we are. Paying to gamble with getting attention screams of: "I am on a dark path and I need help."
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Replying to @Colonthreee
True, my point is more like that a lot of people overdramatize this stuff for marketing reasons. :)
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I publicly challenged the internet to steal my game idea. 19 hours later, not even the thieves are interested. Indie marketing is brutal.
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Replying to @jnvcia @Colonthreee
I found out about this when writing a tiny program that took ~300-400ms to start. Pretty much all of it was Nvidia Vulkan initialization.
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Did a few tweaks to the 4096 Verlet/XPBD-softbody cars demo by adding a (WIP) structural wear-effect to the sticks so they get gradually weaker based on impact. This offsets the stability XPBD has and allows for impacts to leave dents without causing instability. ;w;)
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【本日の投稿】Pontiac GTO
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Judging the SVGator x Contra animation challenge just got harder ⚖️Join the challenge 👉
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We are deeply saddened by the passing of Richard “Levelord” Gray. From his legendary work on Duke Nukem 3D to the countless players and developers he inspired, Richard leaves behind a lasting legacy. Rest in peace, Levelord.
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